still working on finishing this.Im terrible with point buy, so i haven't finished the sheet yet.I still need to decide on my skills and what to spend my gold on.the sheet is a bit of a mess, but this is what i have so far.

Sweet, Most of it would though one i would like to ask about. She will be wearing field plate and i would like to add clasps to remove the chest area of the breast plate quickly. This area is also her weakness.

Chest plate is easy to remove with a few quick release but sturdy buckles. As a member of the Temple of Calistria there is no armor in the groin area to allow for easy use of guards for pleasure while still remaining armored. Great works of art depicting exerts from "The Book of Joy," are engraved and then inlaid with the deepest black lacquered.

Personality: Aggressive, Hot Headed, Usually strait forward about things (especially sex), Vengeful when her allies and friends are hurt.

Background: Raised among a Vishkanya bandit "tribe" in a land not their own. The clan had run ins with futanari, each time nearly being destroyed. From then on the chief never trusted any futanari. Should one be found in the clan they were often publicly and violently executed. Vissper's mother and other tribe women were able to hide vissper's true nature from the men of the tribe. This was successful until she came of age and the chief wished her beauty and skill to be his own.

Upon finding out her secret he attempted to kill her but failed as she escaped after knocking him out with a cooking pot. She ran off into the night with only the torn clothes on her back. She wandered for days, completely lost in her mad flight for survival. Finding nothing but a walking stick to defend herself with she pressed on, hoping to find safety before the tribe found her. Nearly two weeks after she escaped the tribe, she was found almost dead beside a minotaur, by a traveling priest of Calistria. The beast had clearly used her and almost killed her in the process yet it was dead, with wounds that only a polearm could have created. The priest took her with him and brought her to the Temple of Calistria to be healed.

When she was able to she told them all the events before her coming to the temple. During she told them of how when she was attacked by the minotaur. When the time came that she could find her vengeance on the beast for using her, a beautiful figure appeared in her mind saying she could grant the power to slay the beast that had wronged her so. Using this new psychic power to make a weapon fitting of her to take to battle, she slew the beast. Her injuries from before and from the fight caused her to fall unconscious, only to be found by a priest who wore and image of the Goddess in her mind. From then on it was taken that she was needed by the faith of Calistria, and she swore her eternal soul to Calistria.

Background Honey is a daughter of adultery; her mother was a minor noble of the Rostland, who had willingly taken the love of a Satyr behind her husband's back... and nine months later, abandoned the child to a far-flung orphanage to appease the man's pride. After all, who would want a child who is not only the union of fey and mortal, but also carried the alien taint of her mother's own futanari parent?

Not that any of this bothered Honey at all. She grew up a happy child and left the orphanage in the company of three other friends, just a year ago. They adventured, explored, and kept the other people at inns awake at night. Things were looking good for the young cleric and her band of door-kicking, darkness-attacking, gazebo-fearing buddies.

She's lost her companions to the waggling, spurting scourge assaulting Golarion. No one else will lose their friends, if this daring, reckless, and ahem, horny servant of the Lucky Drunk has anything to say about it! Having taken up the favored weapon of The Besotted Buttkicker, Kaylie "Honey" Pautte now fights alongside the forces of XXXCOM, for freedom, for fun, and for fucking up wobbly schlorpy aliens!

Personality and Outlook Kaylie is kind of a bimbo. But in the nicest way! She has a straightforward, uncomplicated, even naive outlook. Every day is a brand new day and people are basically good. This makes her about the most annoying person in the world before everyone has gotten their coffee. Or in her case, booze; Kaylie hasn't let plain water pass her lips in four years - plenty of other interesting liquids perhaps, but not water. Though not a particularly strong cleric, she is still a devout follower of Cayden Cailean ("The Lucky Drunk, the Tippler of Taldan, the Loving Liver of Life himself, the Man, the Myth, the Legend...!") and takes the tenets of his faith quite seriously; Do Good. Enjoy Life. Have a drink. Stand up for what you believe in. Naturally the idea of people being abducted and imoprisoned upsets her greatly; if the aliens want to fuck things, they should ask! She resents being told what to do, and has a difficult time with the whole "following orders" thing - she figures so long as the spirit is followed, it's all good.

Sexually, Kaylie is... uninhibited. Though she lacks the exaggerations of many other futanari, she's made sure she knows how to use what she has, to best effect. Granted, she's a little... uh, excitable, but that might have something to do with the drinking. But the tendencies of her father run strong alongside the futa-nature, and men, women, futanari, treants, and fluffy soft pillows alike might find themselves getting a good long taste of Honey.

Basically, a walking, talking, lovemaking example of her Chaotic Good alignment.

At 2nd level, the swashbuckler gainsa knack for getting out of trouble. Three times per day, asan immediate action before attempting a saving throw,she can add her Charisma bonus to the result of the save.She must choose to do this before the roll is made, andmay only apply one use of charmed life on a given save.At 6th level and every four levels thereafter, the numberof times she can do this per day increases by one (to amaximum of 7 at 18th level).

Nimble

At 3rd level, a swashbuckler gains a +1 dodgebonus to AC while wearing light or no armor. Anythingthat causes the swashbuckler to lose her Dexterity bonus toAC also causes the Swashbuckler to lose this dodge bonus.This bonus increases by 1 for every four levels beyond 2ndlevel (to a maximum of +5 at 20th level).

Panache (Ex): More than just a lightly armoredwarrior, a swashbuckler is a daring combatant. She fightswith panache: a f luctuating measure of a swashbuckler’sability to perform amazing actions in combat. At the startof each day, a swashbuckler gains a number of panachepoints equal to her Charisma modifier (minimum 1).Her panache goes up or down throughout the day, butusually cannot go higher than her Charisma modifier(minimum 1), though feats and magic items can affectthis maximum. A swashbuckler spends panache toaccomplish deeds (see below), and regains panache in thefollowing ways.

Critical Hit with a Light or One-Handed Piercing Weapon:Each time the swashbuckler confirms a critical hit witha light or one-handed piercing weapon while in combat,she regains 1 panache point. Confirming a critical hit ona helpless or unaware creature or on a creature that hasfewer Hit Dice than half the swashbuckler’s characterlevel doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Weapon:When the swashbuckler reduces a creature to 0 or fewer hitpoints with a light or one-handed piercing weapon attackwhile in combat, she regains 1 panache point. Destroyingan unattended object, reducing a helpless or unawarecreature to 0 or fewer hit points, or reducing a creature thathas fewer Hit Dice than half the swashbuckler’s characterlevel to 0 or fewer hit points doesn’t restore any panache.

Deeds

Swashbucklers spend panache points toaccomplish deeds. Most deeds grant the swashbucklera momentary bonus or effect, but some provide longer-lastingeffects. Some deeds remain in effect as long as theswashbuckler has at least 1 panache point. A swashbucklercan use any deeds of her level or lower. Unless otherwisenoted, a deed can be performed multiple successive times,as long as the swashbuckler has or spends the requirednumber of panache points to perform the deed.

Derring-do

At 1st level, a swashbuckler can spend1 panache point when she makes an Acrobatics, Climb,Escape Artist, Fly, Ride, Swim check to roll d6 and addthe result to the check. She must choose to do this beforeshe rolls. If the d6 roll is a natural “6,” she rolls anotherd6 and add it to the check. She can continue to do thisas long as she rolls natural “6s” up to a number of timesequal to her Dexterity modifier (minimum 1).

Dodging Panache

At 1st level, when an opponentattempts a melee attack against the swashbuckler, shecan spend 1 panache point to move 5 feet as an immediateaction; doing so grants the swashbuckler a bonus to ACequal to her Charisma bonus against the triggeringattack. This movement doesn’t negate the attack, whichis still resolved as if the swashbuckler was in the originalsquare. This movement is not a 5-foot step; it provokesattacks of opportunity from creatures other than theone who triggered this deed. The swashbuckler can onlyperform this deed while wearing light or no armor, andwhile carrying no more than a light load.

Opportune Parry and Riposte

At 1st level, when anopponent makes a melee attack against the swashbuckler,she can spend 1 panache point and can expend a use of anattack of opportunity to attempt to parry that attack. Theswashbuckler makes an attack roll as if she were makingan attack of opportunity. If her attack roll is greater thanthe roll of the attacking creature, the attack automaticallymisses. For each size category the attacking creature islarger than the swashbuckler, the swashbuckler takesa –2 penalty on her attack roll. The swashbuckler mustdeclare the use of this ability after the creature’s attack isannounced, but before that attack roll is made. Immediatelyafter a swashbuckler performs a successful parry, as longas she has 1 panache point she can make an attack as animmediate action against the creature whose attack sheblocked, provided that creature is within her reach.

Kip-Up

At 3rd level, as long as the swashbuckler hasat least 1 panache point, she can kip-up from prone as amove action without provoking an attack of opportunity.If she spends 1 panache point when she kips up, she cando this as a swift action instead

Menacing Swordplay

At 3rd level, while she at least1 panache, when a swashbuckler hits an opponent witha light or one-handed piercing melee weapon, she canchoose to use Intimidate to demoralize that opponent(Pathfinder RPG Core Rulebook 99) as a swift action insteadof a standard action.

Precise Strike

At 3rd level, as long as she has at least1 panache point, a swashbuckler gains the ability to strikeprecisely with a light or one-handed piercing meleeweapon (though not natural weapon attacks), adding herswashbuckler level to her damage roll. To use this deed,a swashbuckler cannot attack with a weapon in her otherhand or use a shield other than a buckler. She can evenuse this ability with thrown melee light or one-handedpiercing thrown melee weapons, as long as the targetis within 30 feet of her. Any creature that is immuneto sneak attacks is immune to a precise strike, and anyitem or ability that protects a creature from critical hitsalso protects a creature from a precise strike. The extradamage of precise strike is precision damage, and isn’tmultiplied with a critical hit. As a swift action, a swashbuckler can spend 1 panachepoint to double her precise strike’s damage bonus on thenext attack. This must be used before the end of her turn,or it is lost. This deed’s cost cannot be reduced any abilityor effect that reduces the amount of panache points adeed costs (such as the Signature Deed feat).

Swashbuckler Initiative

At 3rd level, while theswashbuckler has at least 1 panache point, she gains a+2 bonus on initiative checks. In addition, if she has theQuick Draw feat, her hands are free and unrestrained,and her weapon isn’t hidden, she can draw a single lightor one-handed piercing weapon as part of the initiative check.

Swashbuckler Finesse

At 1st level, a swashbucklergains the benefits of the Weapon Finesse feat with lightor one-handed piercing melee weapons, and she canuse her Charisma score in place of Intelligence as aprerequisite for Combat Expertise. This ability counts ashaving the Weapon Finesse feat for purposes of meetingfeat prerequisites.

I vote for Ubersquad. While we may have more of a foot print as a large group, the enemies sound like numbers would be a good thing to have on our side. It would also help to cover more skill sets or help bolster where others lack. Also I fully agree with Re Z L, nothing bad ever happens when the party splits up..... lol.

Freja Bjørnhjœrþ & ÞórvaldrFreja was an outcast among the rural human society she was born into, and thus spent most of her time in the nearby woods. When she reached puberty and her powers of shapechanging manifested, it proved to be the last straw and she was driven from her home to live in the wild. She proved resourceful at keeping herself alive, and befriended many of the wild creatures who shared the forest with her. Eventually she made a companion of a bear cub, and the pair set off from their home in search of something more.

Savage, skilled at surviving in the wild and lacking in anything resembling civilized manners, Freja found her way to another town, where she was somewhat more accepted. She was taken on as a protector of the village, and taught about Gozreh by the priests in his temple there. The dual-natured god/goddess appealed to her on many levels, and she became a loyal follower. When the XXXCom team was formed, she joined for the chance to free those who had been captured, and the challenge it presented. The village where she had lived simply hadn't provided her enough of a chance to truly sink her teeth into a real fight.

DESCRIPTIONThis spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals(those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be ofthe same kind, and no two may be more than 30 feet apart. The maximum number of HD of animalsyou can affect is equal to 2d4 + caster level.

The affected creatures remain where they are and do not attack or flee. They are not helpless anddefend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.

A druid can improve the attitude of an animal. This ability functions just like aDiplomacy check made to improve the attitude of a person. The druid rolls 1d20 andadds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usuallyunfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which meansthat they must be within 30 feet of one another under normal conditions. Generally, influencingan animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2,but she takes a –4 penalty on the check.

A skinwalker can change shape into a bestial form as a standard action. Inbestial form, a werebear-kin gains +2 Wisdom. While in this form, a skinwalkeralso takes on an animalistic feature that provides a special effect. Each time askinwalker assumes bestial form, she can choose to gain one of the followingfeatures:

*2 claw attacks that each deal 1d4 points of damage*Bite attack that deals 1d6 points of damage*Climb speed of 20 feet*Scent to a range of 30 feet*Darkvision to a range of 60 feet.*+1 racial bonus to natural armor.

The racial ability score bonus and additional feature last as long as the skinwalkerremains in that form, and a skinwalker can remain in bestial form for as long as shewants. While in bestial form, a skinwalker takes a –4 penalty on Charisma andCharisma-based checks when interacting with humanoids that lack the shapechangersubtype.

A skinwalker can return to her humanoid form as a swift action. To change forms andgain a different benefit, a skinwalker must first return to her humanoid form then useher shapechange ability again.

Rage

A barbarian can call upon inner reserves of strength and ferocity,granting her additional combat prowess. Starting at 1st level, a barbarian can ragefor a number of rounds per day equal to 4 + her Constitution modifier. At each levelafter 1st, she can rage for 2 additional rounds. Temporary increases to Constitution,such as those gained from rage and spells like bear's endurance, do not increase thetotal number of rounds that a barbarian can rage per day. A barbarian can enter rageas a free action. The total number of rounds of rage per day is renewed after restingfor 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution,as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to ArmorClass. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, butthese disappear when the rage ends and are not lost first like temporary hit points. Whilein rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills(except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience orconcentration.

A barbarian can end her rage as a free action and is fatigued after rage for a numberof rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannotenter a new rage while fatigued or exhausted but can otherwise enter rage multipletimes during a single encounter or combat. If a barbarian falls unconscious, her rageimmediately ends, placing her in peril of death.

Pack Tactics

At 2nd level, a mad dog and her war beast gain a +4 bonus on attackrolls while flanking the same opponent (instead of the normal +2 bonus).

Ferocious Fetch

At 5th level, a mad dog's war beast gains Improved Drag as a bonus feat.As a swift action, a mad dog can command her war beast to move towardan opponent within 30 feet and attempt a drag combat maneuver to pull thetarget back toward the mad dog. The war beast can move before and afterperforming the maneuver, but this movement counts toward the war beast'stotal movement during its turn.

Ferocious Beast

While the barbarian is raging, her animal companion also gainsthe benefits of rage (including greater rage, mighty rage, and tireless rage),though the barbarian must spend 1 additional round of rage per round if hercompanion begins or ends its turn adjacent to her, and 2 additional rounds ofrage per round if not.

This special quality allows a creature to detectapproaching enemies, sniff out hidden foes, and trackby sense of smell. Creatures with the scent abilitycan identify familiar odors just as humans dofamiliar sights.

The creature can detect opponents within 30 feet bysense of smell. If the opponent is upwind, the rangeincreases to 60 feet; if downwind, it drops to 15feet. Strong scents, such as smoke or rottinggarbage, can be detected at twice the ranges notedabove. Overpowering scents, such as skunk musk ortroglodyte stench, can be detected at triple normalrange.

When a creature detects a scent, the exact locationof the source is not revealed—only its presencesomewhere within range. The creature can take a moveaction to note the direction of the scent. When thecreature is within 5 feet of the source, it pinpoints the source’s location.

A creature with the scent ability can follow tracksby smell, making a Wisdom (or Survival) check to findor follow a track. The typical DC for a fresh trailis 10 (no matter what kind of surface holds thescent). This DC increases or decreases depending onhow strong the quarry’s odor is, the number ofcreatures, and the age of the trail. For each hourthat the trail is cold, the DC increases by 2. Theability otherwise follows the rules for the Survivalskill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

A druid can handle her animal companion as afree action, or push it as a move action, even if shedoesn’t have any ranks in the Handle Animal skill. Thedruid gains a +4 circumstance bonus on all wildempathy checks and Handle Animal checks made regardingan animal companion.

Pack Tactics

At 2nd level, a mad dog and her war beast gain a +4 bonus on attackrolls while flanking the same opponent (instead of the normal +2 bonus).

Ferocious Fetch

At 5th level, a mad dog's war beast gains Improved Drag as a bonus feat.As a swift action, a mad dog can command her war beast to move towardan opponent within 30 feet and attempt a drag combat maneuver to pull thetarget back toward the mad dog. The war beast can move before and afterperforming the maneuver, but this movement counts toward the war beast'stotal movement during its turn.

Ferocious Beast

While the barbarian is raging, her animal companion also gainsthe benefits of rage (including greater rage, mighty rage, and tireless rage),though the barbarian must spend 1 additional round of rage per round if hercompanion begins or ends its turn adjacent to her, and 2 additional rounds ofrage per round if not.

Honestly Autocad Vissper is more of a solid support with major damage potential if i knock myself out of good damage for a round. But at that point its 3d6 +2d8 and maybe 1d6 energy on a charge and just blast a round